Camps & Contracts 18.0.0
Version 18.0.0
DO NOT UNZIP YOUR MOD FILE
Save game compatible: No
IF YOU HAVE ANY PATCHES FROM THE PREVIOUS BUILD REMOVE THEM. THEY ARE INCLUDED IN THIS BUILD.
Major gender changes
Backgrounds
The following backgrounds have been deleted and merged with their male counterparts;
- female_beggar_background
- female_beggar_commander_background
- female_bowyer_background
- female_butcher_background
- female_daytaler_background
- female_farmhand_background
- female_miller_background
- female_servant_background
- female_minstrel_background
- female_slave_background
- female_slave_southern_background
- female_tailor_background
- female_thief_background
- female_thief_southern_background
These female backgrounds have been removed from the following files, balance of remaining female backgrounds has remained mostly the same;
- character_backgrounds
- large_coast_fort
- large_farm_fort
- large_farming_village
- large_fishing_village
- large_mountains_fort
- large_snow_fort
- large_snow_village
- large_steppe_fort
- large_steppe_village
- legends_coast_fort
- legends_farm_fort
- legends_farming_village
- legends_fishing_village
- legends_mountain_fort
- legends_snow_fort
- legends_snow_village
- legends_steppe_fort
- legends_steppe_village
- legends_swamp_fort
- legends_swamp_village
- medium_coast_fort
- medium_farm_fort
- medium_mountains_fort
- medium_snow_fort
- medium_steppe_fort
- medium_steppe_village
- medium_swamp_fort
- medium_swamp_village
- small_coast_fort
- small_farm_fort
- safe_roads_situation
- free_company_scenario
- sisterhood_scenario (starting backgrounds have been changed)
- framed_beggar_scenario
Additionally;
- Removed female checks from adv. noble - female file stays separate
- Removed female checks from disowned noble - female file stays separate
- Nuns, seers, wildwomen, shieldmaidens and Valas are untouched and are still separate
- Female nobles and disowned nobles have had their stats tweaked to be more ranged focused than their male counterparts - before they were somewhat in the middle.
- Nomads can now be female, opening up an additional combat southern recruit for the sisterhood origin.
- The following backgrounds can now spawn as female (a bug was previously suppressing the behaviour)
- Witch Hunter
- Refugee
- Ratcatcher
- Militia
- Trader
- Man-At-Arms
- Herbalist
- Assassin
- Killer on the Run
- Flagellant
- Cripple
- Cripple (Southern)
- Caravan Hand
- Caravan Hand (Southern)
- Assassin
- Assassin (Southern)
Dev note: on the front end, this will have no real effect at first. But it will solve the following issues: 1) background pushes will be less chaotic, meaning its easier for rarer backgrounds to spawn now. 2) these were created under a much older system going back over 2 years now, we have had a system in place to generate male or female backgrounds in the same file rather than creating new ones. It also means less code clutter for everyone. 3) This is likely to solve the issue where men and women can spawn with the wrong bodytypes, as these backgrounds cross wires with the battle sisters setting.
Battle Sisters (Gender Equality)
The "Battle Sisters" campaign setting has been changed to the following 3 options:
- Disabled
- Enabled
- Enabled (Cosmetic)
When enabled, most backgrounds will be randomly assigned male or female. Some backgrounds will remain exclusively male or female.
Disabled: The vanilla experience. No backgrounds or non-Vanilla female enemies
Enabled: Being female has gameplay effects (+10 Fatigue, -10 HP)
Enabled (Cosmetic): Being female has no gameplay effects
NOTE TO MODDERS: This will break any references to the now-defunt "All" and "Specific" settings. This will break any lines similar to the following:
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() == "All"
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() == "Specific"
To check if the game allows for female backgrounds, we recommend switching to the following check instead:
::Legends.Mod.ModSettings.getSetting("GenderEquality").getValue() != "Disabled"
Camping Tent Updates
New Quality-of-Life Features
- When Camping, you can now see how many hours have elapsed
- The Camping Report event will also report how many hours have elapsed
- New button to assign all characters to the currently active tent
- New Assignment Presets system
- Save up to 8 different camping assignment presets with customizable names
Click on one of the 8 number slots and then click on "Save" to save the current camping assignments to the slot. You can give the slot a custom name by clicking on the paper icon next to the "Leave" button. By default, to load a preset, you will have to click on the preset slot and then click on the "Load" button to apply the preset. Alternatively, you can enable "Faster Camping Preset Switch" in the Mod Settings, where clicking on a preset slot will immediately apply it
Camp Kitchen Overhaul
The Camp Kitchen (recently renamed from Hunting Tent) has been completely reworked. In the past, hunting yielded a fixed set of possible rewards. We have introduced a new system of Biomes and Targets
- The player's position on the world map determines the current Biome
- Each Biome has different possible Targets that can be foraged or hunted, which varying rarities
- Foragable Targets include roots and berries, mushrooms, grubs, fruits, nuts and seeds, and so on
- Huntable Targets include various small and big game, and even several of the game's monstrous beasts
- Some Targets require the knowledge of specific backgrounds to be obtainable
- The assigned hunting party will randomly select a Target to forage/hunt, and will spend a randomized amount of time foraging/hunting the target
- Upon a successful forage/hunt, each Target has a fixed raw food item that is guaranteed to drop
- Mercenaries with the Meal Preparation perk provide a chance for an additional improved food item to drop
- Expert Hunter backgrounds also increase the Hunt Tier (from 0 up to 3) based on the Level. A higher Hunt Tier allows the hunting party to hunt more dangerous prey
- Mercenaries with the Alcohol Brewing perk continue to provide a chance to drop Wine or Beer over time
- Upgrading the tent with the Kitchen Tent grants the following:
- Increase foraging / hunting speed by 15%
- Unlock the new "Hunting Mode" button, allowing players to customize the priorities of the hunting party
- Increase the chance to obtain bonus loot, improved food items, and brewed items
- Expert Hunters provide a chance for an additional loot item to drop upon a successful hunt
- Expert Hunters increase the Hunt Tier at a much greater rate
- Cooking backgrounds very slightly increase the chance to yield improved food items from successful hunts, even without the Meal Preparation perk
- Brewing backgrounds very slightly increase the chance to yield brewed items, even without the Alcohol Brewing perk
- Brewers can also produce Mead
- Unlocks food crafting in the Crafting Tent
All the new hunting-related information is visible to the player on the Info panel at the bottom right corner of the Commander's Tent screen.
This includes the following:
- The current Hunt Tier
- The current biome
- Possible Targets in the current biome, their estimated foraging/hunting times, and their requirements if the current hunting party does not meet them
IMPORTANT NOTE: Many of the new food items are still using placeholder art. We will gradually add new icons over time as our amazing artist Shiro finishes them
Contract Overhaul - Categories
We have reworked how Settlement contracts (not Noble or City-state) are generated. Each settlement now has 5 categories of contracts it has the capacity for:
1 Economy
Contracts related to the economy of the Settlement.
- Caravan
- Deliver Item
- Deliver Coin
- Return Item etc
2 Battle
Contracts related to dealing with threats to the Settlement in the form of organised armies of varying species
- Defend settlement from bandits
- Destroy barbarian camp
- Investigate cemetery etc
3 Hunt
Contracts related to hunting down beasts and monsters that plague the local residents
- All hunting-related contracts
4 Legendary
Contracts related to Legends Favoured Enemy perks. Intended to be high difficulty contracts with high value rewards
5 Wildcard
This Category provides slots for any of the above Categories
Here is the current limit for the number of open contracts at a time at each Settlement Tier:
Tier 1
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 1
Tier 2
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 2
Tier 3
Economic: 1
Location: 1
Hunt: 1
Legendary: 1
Wildcard: 3
The rework also comes with new graphical icons on the Settlement screen representing each of the 3 categories. (NOTE: these icons are for SETTLEMENT contracts only. City-State and Noble contracts do NOT have these icons) For an added convenience, hovering over any contract (including Noble and City-state) in the Settlement screen now shows the contract name and a brief description of the contract in the tooltip, even before opening the contract.
Several contracts have had their cooldown periods significantly reduced, and regular settlements now have a base cooldown of 1-2 days before being able to issue a new settlement contract.
To prevent players from being able to constantly farm contracts from a single settlement, we have introduced a Contract Streaks system
- Each time a player accepts a contract from a settlement, their Streak at that settlement increases by 1
- The settlement's new contract cooldown period increases by this Streak value (in days)
- Accepting any non-Settlement contract (City-State or Noble), or accepting a contract from a different settlement immediately resets the Streak.
Dev note: this will result in more contracts being available at the start of a new game (up to 5 at a time at Tier 1 settlements, and up to 7 at a time in Tier 3 settlements). This is intentional and we hope that it offers players greater variety of choice of contracts. We are still observing the mid to late game effects of the changes and whether the slots actually get filled up by the game's contract spawning and cooldown system, so please continue to give (Hanter) your feedback on the dedicated discussion thread
Dynamic Perks - Enemies
The following lower-tier enemies now have randomized perks (similar to character-unit backgrounds):
- Peasants, Caravan Guards + Hands, Bandit Rabble + Thugs + Poachers
- Each enemy is given a "level", which dictates how high in the perk tree they can get perks
- Each enemy is given an amount of perk-points, unlike players this isn't necessarily dictated by level. e.g. Caravan Guards + Thugs could randomly roll to be the same level, but not always have the same amount of perks
- Each enemy is given different lists of what they can roll, e.g. a Caravan Guard or Hand could roll Bags and Belts, however a Bandit could not
- Units are given "defensive" perks first, so for things like Bandit Rabble you might tend to see things like Meek very often
- Enemies are then given a "tree" based on what they could possibly roll, similar to player backgrounds the tree that they roll affects their stats, e.g. an enemy that rolled the Large tree has slightly lower melee defense and slightly higher health
(Seer/Xytu) is looking for feedback on this setup, things that seem too strong or seem too weak compared to previous builds, and perks that seem out of place on units.
Parry Rework
Parrying is a concept introduced by Legends through Parrying Daggers, where characters who miss an attack against an opponent who is wielding a Parrying Dagger will be inflicted with the "Parried" effect (recently renamed to "Vulnerable"), which comes with a -10 debuff to both melee and ranged defense. We have made some tweaks to this system:
- Parry will now proc before Riposte, enabling new synergistic combinations
- Parrying now comes with animations and sound effects. The new parrying sound effects vary according to the type of weapon being parried
- Parry now consistently does not work on opponents who are immune to being disarmed. This also applies to the En Garde skill from the Parrying Dagger
- Enemies who are immune to being stunned can now be Parried (previously inconsistent depending on the source of the effect)
- Equipping the Parrying Dagger now bestows the following effects
- The "Parry defense" effect, which has been renamed to "Parrying Dagger Defense", and the effect is now always visible as long as the weapon is equipped
- The "Parrying Stance" effect, which indicates that the character will parry missed melee attacks made against them
Nomad Origin
- Start with 4 nomads and a conscript gunner in the desert away from civilisation
- Start allied with nomads, but hostile with southern city states. Reputation with city states declines steadily every day while reputation with nomads increases. Noble factions are cold to you but do not degrade relations. This increase/decrease is based off how many nomads (and/or Bladedancers) are currently in your party.
- Vision radius increased by 30% on the world map
- Adds a new background specific to this origin: The Bladedancer, a half assassin half swordmaster, the Bladedancer excels at keeping their enemies at a distance and being much faster than them. Bladedancers specialise in light armour, polearms and initiative.
- Nomads and muladis gain wind reader when recruited. Bladedancers gain dodge.
- Find nomads and Bladedancers in steppe or southern settlements across the word, displaced from their lands.
Adaptive Perk Tweaks
We have made adjustments to Adaptive to make the Perk Group awarded feel more intuitive.
- Updated perk description with more transparency on how the Perk Group is chosen
- The tooltip before activating the perk will now show which Perk Group will be awarded
Other Fixes and Tweaks
Fixes
- Fixed the climb perk only working when you were rooted
- Fixed an issue that caused games to crash when enemy camps sent out ambushers
- Fixed a hang caused by the 'escort caravan' contract
- Adds the nomad composite bow to the list of arrow types so these arrows now apply the damage changes correctly (thanks to Houman)
- Removes duplicate spices being granted via a crafting recipe
- Fixed an event screen during the barbarian king contract where the horn helm was presented as its base layer not as it's complete form.
- Fixed a crash caused by fighting while escorting a caravan
- Fixed a missing variable in legion origin which caused southern city state relationship to trend upwards over time
- Changed the old defunct "helm/legend_helmet_wreath" under "ancient/ancient_legionary_helmet" to "vanity/legend_helmet_wreath (Thanks to Emo Used HM01)
- Fixed an occurrence where the new bandit light armour on the thug had a higher spawnrate than intended
- Fixes cooking spices giving the incorrect quantity when being crafted (thanks to Emo Used HM01).
- Removed resilience rune dropping from Lindwurms
- Inventors now have good and bad endings
- Fixes an issue with the oracle and witch hut events not firing to ID relics.
- Fixed Noble Veteran and Noble Mat-At-Arms not getting Deflect perk
- Fixes a string in big game hunter perk description that referenced how the perk worked prior to the update
- Fixed an oversight where famed estocs could completely avoid armour due to greatslash giving +40% armour pen
- Fixed Piercing Shot not granting +1 max range to Handgonnes
- Beggar scenarios now have a single beggar which can be male or female
- Removes incorrect old 'flabby' trait ID from companion ranged, companion melee and puppet backgrounds which will now prevent them from rolling the frail trait
- Fixed a game freeze when a Necrosavant is on fire
- Fixed an issue with helmet tooltips where the vision and rune effects may not be displayed
- Remove Norse Helmet and Green Sallet from named helmets spawn list
- Fix incorrect reference to
legend_faction_helmet
instead oflegend_helmet_faction_helmet
- Fix the offhand crossbow unexpectedly adding even more damage to the mainhand weapon
- Fix unhold regeneration continuing in spite of spider poison effects
- The follow-up punch from the Ambidextrous perk is now performed following a slight delay after the main attack
- Fix inventory icons and descriptions for ancient scale armor layers
Backgrounds
- Added a new background, the Battle Sister, which is currently unique to the Sisterhood origin but will appear more often in an upcoming update. The Battle Sister is a light version of the crusader, with her own strengths and weaknesses.
Balance
- Merged the two shieldbash perks together. Now it adds damage and reduces fatigue and action point cost by 25%
- Merge the sprint and climb perks together. Now, you get both by choosing the "athlete" perk
- Added the 'Quick Step' perk that lets you move 1 tile for 1 AP once per turn. This perk takes the place that the sprint perk used to take.
- Reworks the 'Board With a Board' perk. Now it grants 10% damage reduction while using a shield and the first 2 times you end your turn without shieldwall, activate shieldwall for free.
Dev Note: We'd like feedback on if the mergers make the shieldbash & sprint/climb perks more interesting and competitive. We're open to further balancing. We would also like feedback on the new 'Quick Step' perk that we are trying out and the rework to the Board with a Board perk.
- Embalmed Noble champions weapon and perkset adjusted. Named billhook replaced with named gladius. Named rusty warblade replaced with named bladed pike. Gains named warscythe. Gains sundering strikes, Underdog and Forceful swing perks when a champion
- Diminishing returns for barter from each additional mercenary as a total
- Diminishing returns for 'Off Book Deal' for each additional mercenary
- Paymaster limited to one mercenary as per description
- Master archers can now be female
- Inventors have lost the light armour tree and gained the cloth armour tree. They also gain the sling tree and have their ranged attack roll increased from 0,0 to 0,5
- Greed adjusted
- SoftCap 50000 -> 80000
- SoftCapPenalty = 0.50 -> 0.20
- OffensiveMult = 4.0 -> 1.5
- DefensiveMult = 5.0 -> 1.5
- ResolveMult = 3.0 -> 2.0
Dev Note: in the above case, a company with 40,000 gold in the stash will give all bros with this perk +6 melee and ranged skill and +8 resolve. After 80k the bonus for each 10K is 20% effective.
- The follow-up punch from the Ambidextrous perk will no longer trigger if the first attack was a hand-to-hand punch while holding a weapon in the main hand
- Executioner rebalance:
- Tackled now qualifies for the 20% damage bonus
- The following effects now qualify for the 10% damage bonus
- Dazed
- Distracted
- Baffled
- Vulnerable
- Grappled
- Rooted
- Shellshocked
- Staggered
- Webbed
- Withered
- The 20% and 10% damage bonuses are now added to each other instead of multiplied onto each other. The overall bonus is still applied multiplicatively onto other damage bonuses
UI
- Improved tooltip for Spiked Coif by separating Melee Defense and Initiative stat modifiers into separate lines and giving them their respective icons.
- Improved relic unidentified text to clarify the item must be equipped to be activated.
- Improved Amphora relic unidentified active tooltip.
- Perk tooltips now show the perk group the perk is a part of
- Pausing while camping will no longer remove the camping update text
- Touched up the tooltip for character backgrounds in the roster and hiring screens
- Background Types are now shown in red and can optionally be disabled in the Mod Settings screen
- Camping and terrain effects now have icons and are categorised into Company Capacity, Company Skills, and Terrain Movement Modifiers
- Fixed some inconsistencies where armor/helmet tooltips will still say "Fatigue" instead of "Weight"
- The targeting tooltip will now show if the damage bonus from Executioner will apply
Typos
- Corrects the corpse name of Orc Behemoths from 'Elite' to 'Behemoth'
- Renamed 'flabby' to 'frail' for continuity
- Fix pronouns in farmhand/milkmaid background
- Fix pronouns for Apprentice background text
- Fix pronouns in Undead Crisis Crusader event text
- Fix spelling and punctuation in Camp Kitchen and Supply Tent descriptions
- Miners Strike perk now refers to being assigned to the Supply Tent instead of being assigned to gathering
- Meal Preparation and Alcohol Brewing perks now refer to being assigned to the Camp Kitchen instead of being assigned to hunt
- Fix incohesive background text for Southern jugglers. Also added a new possible background story by Cato!
- Fix misspelling of "gamblers" in brewery location description
- Fix Belly Dancer event text
- Fix pronouns for Greenskin Slayer event (Ranger background joins the party), and removes text that said the character will leave after the crisis (they do not leave after the crisis)
- Fix typo in Assassin Origin opening text
- Fix typo in Discover Location event text
- Fix pronouns for Teamplayer is Bro event